GLuint u, tgt;
save->ActiveUnit = ctx->Texture.CurrentUnit;
- save->ClientActiveUnit = ctx->Array.ActiveTexture;
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
/* set defaults for unit[0] */
_mesa_ActiveTexture(GL_TEXTURE0);
- _mesa_ClientActiveTexture(GL_TEXTURE0);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
/* restore current unit state */
_mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
- _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
}
if (state & MESA_META_TRANSFORM) {
/** MESA_META_TEXTURE */
GLuint ActiveUnit;
- GLuint ClientActiveUnit;
/** for unit[0] only */
struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
/** mask of TEXTURE_2D_BIT, etc */